• OK this rule is for the non-KISS crowd.  If you want more drama, more complexity in your sea battles, have fun.  If not, then you can stop right here.

    Naval Battle Damage:

    Roll for hits, assign hits (note b), then roll 1 die for damage (note a)
    Transports (note 1,4): 1= lose 2 loads (if <2, sunk), 2= lose primary load (if none, sunk), 3= cannot unload*, 4= unload 1 less unit*, 5= lose 1 movement factor**, 6= no effect.
    Battleships (note 2): 1= if undamaged, damaged** and lose 2 attack factors*; if damaged, ship sunk, 2= if undamaged, damaged**; if damaged, lose 1 attack factor* and 1 movement factor**,
    3= lose 2 attack factors*, 4= lose 1 attack factor*, 5= lose 1 movement factor**, 6= no effect.
    Cruisers: 1= ship sunk, 2= lose 2 attack factors* and 1 movement factor**, 3= lose 1 attack factor*
    and 1 movement factor**, 4= lose 1 attack factor*, 5= lose 1 movement factor**, 6= no effect.
    Submarines: 1= sub lost, 2= lose 1 attack factor* and cannot submerge**, 3= lose 1 attack factor*,
    4= cannot submerge**, 5= lose 1 movement factor**, 6= no effect.
    Destroyers: 1= ship sunk, 2= lose 1 attack factor* and anti-sub capabilities**, 3= lose 1 attack factor*, 4= lose anti-sub capabilities**, 5= lose 1 movement factor**, 6= no effect.
    Aircraft Carriers (note 2,3): 1= if undamaged, damaged** and lose air operations capability*; if damaged, ship sunk, 2= if undamaged, damaged**; if damaged, lose air operations capability* and 1 movement factor**, 3= lose air operations capability*, 4= air carry reduced by 1*, 5= lose 1 movement factor**, 6= no effect.
    NOTES:

    • in effect until next turn  
      ** must be repaired in base  
      a if movement or attack reduced to 0, then sunk
      b during a round of combat, defender chooses how many hits are absorbed by air units,  then hits are allocated evenly to ships (including transports) by owner.  If there are excess hits after all ships have at least 1 hit allocated, then the excess is assigned in any fashion (transports excluded) by the opponent.
      1 If carrying 2 loads, must choose non-infantry first, otherwise lose 1 load.
      2 If double damaged, then sunk.
      3 Air operations not effected, unless specified in damage.  Double loss, then lose 1 movement factor.
      4 If unload capability lost, then use roll of 2.

    Naval Retreat and Pursuit:

    Defending naval forces have the option to retreat at the beginning of any round of combat.
    Overview:  All defending ships except subs retreat together to any adjacent friendly sea zone.  Subs can retreat to any SZ. The retreat is done by expending a future movement point from their next turn.  
    Procedure: The attacker gets a free parting shot before the retreat occurs OR the attacker, except subs, can choose to pursue.  The pursuit allows combat to continue from any ships or planes that have an unused MP.  Attacking units act as a group and occurs in the original sea zone.  This procedure continues until the pursuit can no longer continue.  REMEMBER, attacking aircraft will need movement points to return to a territory or carrier.  SO NOTE: FOR the pursuit no sea zones are traveled, it all occurs in the original sea zone.  ALSO, the retreating ships get 1 less movement point per retreat in their next turn.

  • '17 '16

    @Carolina:

    OK this rule is for the non-KISS crowd.  If you want more drama, more complexity in your sea battles, have fun.  If not, then you can stop right here.

    Naval Retreat and Pursuit:

    Defending naval forces have the option to retreat at the beginning of any round of combat.
    Overview:  All defending ships except subs retreat together to any adjacent friendly sea zone.
     Subs can retreat to any SZ.
    The retreat is done by expending a future movement point from their next turn.
     
    Procedure: The attacker gets a free parting shot before the retreat occurs OR the attacker, except subs, can choose to pursue.
    The pursuit allows combat to continue from any ships or planes that have an unused MP.
    Attacking units act as a group and occurs in the original sea zone.
    This procedure continues until the pursuit can no longer continue.
    REMEMBER, attacking aircraft will need movement points to return to a territory or carrier.
    SO NOTE: For the pursuit no sea zones are travelled, it all occurs in the original sea zone.
     ALSO, the retreating ships get 1 less movement point per retreat in their next turn.

    It is quite a monster. Especially the first part. For my part, the second point can be easier to discuss and provides interesting tactical decisions in the middle of a naval combat. I believe this should be explored further and requires more analysis. Very original ideas.

  • '17 '16

    How many complete combat round is allowed before defender retreat?
    One as per planes retreat in amphibous assault?
    Does the second combat round then becomes an all one free shots for the attacker?

    If some warships can pursuit, do they get their free shot too, before continuing naval battle with retreating defender?
    Is it possible to flee this second naval combat with another move point?
    In this case, there is nothing the attacker can do then, right?

    An example or two can useful to understand multiples cases.
    Thanks.


  • Retreat and Pursuit Clarifications…

    Clarifications…

    1. Not all attacking ships must pursue.  The sea zone is used for 2 separate battles if the defender has scrambled planes to the sea zone.
    2. Scrambling planes cannot retreat, and would fight any ships that did not pursue.
    3. Any opponent ships that are in the target retreat zone are not included in the combat.
    4. After combat, if the target retreat sea zone has no surviving defenders, the attacker has option to occupy with
      pursuing ships, even IF the defender retreated twice.
    5. If attacking planes have enough MP after their move into the battle sea zone, then the defender might not have enough MP to retreat.
      Example: 1 attacking fighter, 1 defending DD.
      a) Attacker uses 1 MP to SZ (has 3 MP remaining).
      b) Defender uses 1 MP to retreat (has 1 MP remaining).
      *) Attacker can choose not to pursue and gets 1 free shot - all combat finished.
      c) Attacker pursues with 1 MP and 1 round of combat occurs (assume 0 hits) (has 2 MP remaining).
      d) Defender uses 1 MP to retreat (has 0 MP remaining).
      e) Attacker pursues with 1 MP and 1 round of combat occurs (assume 0 hits) (has 1 MP remaining).
      f) Defender cannot retreat and x rounds of combat occur (assume defender sunk).
      g) Attacker uses 1 MP remaining to return to base or carrier.

    Answers to questions…

    How many complete combat round is allowed before defender retreat?  The retreat can be immediate, and attacker then chooses to take free shot or pursue.
    One as per planes retreat in amphibous assault? Not sure understand question.
    Does the second combat round then becomes an all one free shots for the attacker? Yes it would if defender burned another MP to retreat. Unless attacking planes are involved.

    If some warships can pursuit, do they get their free shot too, before continuing naval battle with retreating defender?  No, they either pursue OR take free shot on the retreating ships.
    Is it possible to flee this second naval combat with another move point? Yes, though if survive, they would only actually be just 1 sea zone away with 0 MP available in their next move.
    In this case, there is nothing the attacker can do then, right? Correct (unless planes involved). The defender is burning up his MP from his next turn to just get 1 SZ away.

    An example or two can useful to understand multiples cases.  Yes, see example above.
    Thanks.

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